everything is random. like all of the other tourney stages with hazzards spare brinstar I think?
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So the transformations themselves are in a random order?everything is random. like all of the other tourney stages with hazzards spare brinstar I think?
Alright, thanks. This is good to know. Also, I agree that usually hazards aren't random per say. Even if you consider the computer checking the millisecond as random (it isn't), I don't think any of Brawl's hazards are random.The cars are actually going through the race track. This is true on Big Blue as well I believe.
Of course, the cars may do better or worse in the race depending on chance, though controlled chance. In reality very few (no?) harzards are "completely random". Most of them have some random aspects but operate within controlled bounds.
A few others are 100% non-random, such as the klaptrap on Jungle Japes.
LOL half of the community is going to flame you when you present that idea, but if you think it's good, go for it.Is that sarcasm? ._.
Honestly, I'm going to stop using the term over-centralizing. It's becoming one of those terms that people throw around without really knowing what it means.
Anyways, Mario Bros. is an awesome stage. I was talking with AA yesterday about how I think a 10-stock 1v1 on this stage would definitely yield consistent results. It's not Brawl... it's a different game, but it could actually be competitive.
The order isn't random but when the stage stops is.So the transformations themselves are in a random order?
Alright, thanks. This is good to know. Also, I agree that usually hazards aren't random per say. Even if you consider the computer checking the millisecond as random (it isn't), I don't think any of Brawl's hazards are random.
Excellent, this makes a great deal of sense.The order isn't random but when the stage stops is.
I might go into that, I haven't tested it, but it seems that the ceiling gets higher when the stage stops. (especially on the part with the stairs) I'm not sure if the side killzones change size aswell, but it's a possibility.nice work here uber mario, however i think the biggest complaint about this stage is lack of grabbable edges on the moving platform. That n the walls/walk offs make some characters alot more scary
have you looked into how the blast zones work on this stage?
Interesting, good work. I didn't know about the "two cars = broken shield" thing, but I actually found out the last part the hard way one match. lolUberMario you should also note that you can a fresh shield can take IIRC two hits from the cars without breaking. Just something else to note.
Tested my own question. If you don't DI the road, it's going to send you straight upwards, but you can DI left and right.
On the transformation with the vertical wall to the left:
If you put up your shield as soon as the third of the first three cars pass (with no hitboxes), you will shield all of the hits except one. Your shield will break on the third hit, and the last car will hit you when you're falling back down.